File:Hycean planet or mini neptune 2 1 1 1.png

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Captions

Captions

Hycean planet (or mini-Naptune)

Summary

[edit]
Description
English: Hycean planet ca 2.5 Earth radius, 7 Earth mass or so on.
Date
Source Own work
Author Merikanto

POV-Ray 3.7

// hycean planet or mini neptune // pov-ray 3.7 source code // 16.09.2023 v 0000.0000

  1. include "colors.inc"
  2. include "textures.inc"
  3. include "shapes.inc"
  4. include "functions.inc"

camera {

   location <0,500,-1000>*0.8
   look_at <0,0,0>
   angle 24

}


light_source {<7,1,-7>*1000*1000*1000 color rgb 2}


sky_sphere

{

  pigment {
  
  bozo    
    //granite
  //  wrinkles
   // dents
    
    scale 0.001
  color_map
  {
   [0 color rgb 0]
   [0.8 color rgb 0]
   [1 color rgb 1]
   }
   
  }

pigment { bozo scale 0.0001

    color_map { 

      [0 color rgb 0 transmit 1]
   [0.8 color rgb 0 transmit 1]
   [1 color rgb 1 transmit 0]
       }

}


}

  1. declare layer_1=texture {

pigment { gradient y

// agate

sine_wave turbulence 0.15

frequency 2 pigment_map { [0 wrinkles scale 0.1

     scale y/3
   pigment_map {
   [0 
       //color rgbt <1,0,0.5,0>
     //  granite  
       wrinkles scale 0.1
       scale 0.1   turbulence 0.5 
       pigment_map {
   [0 color rgbt <1.0,1.0,1.0,1.0> ]
   [1 color rgbt <0.9,0.9,0.9,0> ]       
   } 
   ]
   [1 wrinkles scale 0.1 turbulence 0.5
     //  color rgbt <0.6,0,0.3,0> 
                pigment_map {
   [0 color rgbt <0.0,0,1.0,0> ]
   [1 color rgbt <0.7,0.7,0.7,1> ]       
   }  
   warp { turbulence 0.1}
      ]       
   }

]

[1

  // color rgbt <0.5,0,1,0>
   wrinkles
   // granite   
   sine_wave
     scale y/3
   pigment_map {
   [0 granite scale 0.1 turbulence 0.5
   // color rgbt <0.3,0,.5,0> 
                      pigment_map {
   [0 color rgbt <1,1,1,0> ]
   [1 color rgbt <0.0,0,0.4,0> ]       
   }
   ]
   
   [ 1 granite scale 0.1 turbulence 0.5
   //color rgbt <0.6,0,1,0> 
                        pigment_map {
   [0 color rgbt <1.0,1,1,0> ]
   [1 color rgbt <0.0,0,0.8,0> ]       
   }
   warp { turbulence 0.1}
]


   }

]

} warp { turbulence 0.05} }

finish { ambient 0

}

}

  1. declare layer_2=texture {

pigment { gradient y translate y*0.5

// agate

sine_wave //turbulence 0.2 frequency 3 pigment_map { [0 wrinkles

     scale y/12
   pigment_map {
   [0 color rgbt <1,1,1,1> ]
   [1 color rgbt <1,1,1,0.5> ]       
   }

]

[1

  // color rgbt <0.5,0,1,0>
   wrinkles   
   sine_wave
     scale y/10
   pigment_map {
   [0 color rgbt <1,1,1,0.9> ]
   [1 color rgbt <0.6,0.7,1,0.8> ]       
   }

]

}

warp { turbulence 0.04}

}

finish { //ambient 1

}

}

#declare layer_3=texture {

pigment { gradient y translate y*0.5

// agate

sine_wave

frequency 2 pigment_map { [0 wrinkles

     scale y/5
   pigment_map {
   [0 color rgbt <1,0,0.5,0.9> ]
   [1 color rgbt <0.6,0,0.3,0.1>/10 ]       
   }

]

[1

  // color rgbt <0.5,0,1,0>
   wrinkles   
   sine_wave
     scale y/6
   pigment_map {
   [0 color rgbt <0.3,0,5,0.3>/4 ]
   [1 color rgbt <0.6,0,1,0.8>/40 ]       
   }

]

}

warp { turbulence 0.1}

}

finish { //ambient 1

}

}

#declare layer_5=texture {

pigment { gradient y translate y*0.5

// agate

sine_wave turbulence 0.03 frequency 2 pigment_map {

[0 wrinkles

     scale y/10
   //  scale y/8
   pigment_map {
       [0 granite scale 0.1 turbulence 0.2
           pigment_map {
               [0 color rgbt <1,1,1,1> ]
               [1 color rgbt <0.2,0.3,0.4,0> ]       
           }
        ]
   
       [ 1 granite scale 0.1 turbulence 0.1
           pigment_map {
               [0 color rgbt <0.6,0.7,1,1> ]
               [1 color rgbt <0.5,0.7,0.8,0> ]       
           }
       ]
   
   }
     warp { turbulence 0.1}

]

[1 wrinkles

     scale y/6

   pigment_map {
       [0 granite scale 0.1 turbulence 0.1
           pigment_map {
               [0 color rgbt <0.5,0.7,1,0> ]
               [1 color rgbt <0.5,0.5,0.8,0.5> ]       
           }
        ]
   
       [ 1 granite scale 0.1 turbulence 0.2
           pigment_map {
               [0 color rgbt <0.6,0.8,1,1> ]
               [1 color rgbt <0.5,0.7,1.0,0.0> ]       
           }
       ]
   
     
}
  warp { turbulence 0.1}

]

}

  warp { turbulence 0.05}

}

finish { //ambient 1

}

}

#declare layer_4=texture {

pigment { gradient y

//scale 2 //translate y*1

// agate

//sine_wave

turbulence 0.05 frequency 1/2 pigment_map { [0 color rgbt <1,1,1,1>] [0.33 color rgbt <0,0,0,1/4>] [0.5 color rgbt <0,0,0,1/8>]

[0.66 color rgbt <0,0,0,1/4>]
[1 color rgbt <1,1,1,1>]

}

}

finish { //ambient 1

}

}


  1. declare blank_layer_1 = texture {
pigment { color <0,0,1> }
finish {ambient 0 } 

}

  1. declare hycean_planet_1= object {

sphere {0,1 }

// ocean //texture { pigment {color rgb <0,0,0.15>}} }

texture {blank_layer_1}

texture {layer_1}

texture {layer_2} ///// texture {layer_3}

texture {layer_5}  

//// texture {layer_4} // nok texture {pigment { color rgbt <0.1,0.2,1,0.8> } }

/////finish {ambient 1}

scale 100 }


#declare halo3=sphere // transparent sphere containing media
{ 0,1 pigment { rgbt 1 } hollow
  interior
  { media
    { 
       emission 0.001*<0.2,0.3,0.4>  
          absorption 1/1000
      scattering {2,1/1000*<1,0,1> }
      density
 
     {
   function {
   //    exp(1/(sqrt(x*x+y*y+z*z)) )  
   2* (1/(pow(sqrt(x*x+y*y+z*z),.75)))
     }
     
   density_map
        { [0 rgbt <0,0,0,1>] 
          [1 rgbt <0.2,0.3,0.4,0>]
        }
      }
   
}
 }
scale 150  
}
 #declare halo1=sphere // transparent sphere containing media
{ 0,1 pigment { rgbt 1 } hollow
  interior
  { media
    { 
      emission 0.15 *<0.2,0.3,0.4> *1
      //    absorption 1/10
    scattering {3,4*<0.5,0.7,1>/3 }
      density
     // sine_wave
     {
   function {
 // exp(f_sphere(x,y,z,1))*f_granite(x*2,y*5,z*2)
    
  //   f_granite(x*2,y*10,z*2)
  // f_wrinkles(x*10,y*10,z*10) 
   //  sin(y*12) * f_granite(x*2,y*10,z*2)
   f_wrinkles(f_sphere(x,y,z,f_granite(x,y,z))*20,sin(y)*100,z) 
   }
     
   density_map
        { [0 rgbt <0,0,0,1>] 
  // [0.5 rgbt <1/3,1/3,1,0>]
       //  [0.2 rgbt <1/2,1/2,1,0.1>]
       //   [0.2 rgbt <1/4,0,0,1/4>]
          [1 rgbt <1/3,1/3,1/3,0>]
        }
      }
   
}
 }
scale 101
}  
   
 


// rayleigh based atm
  1. declare atm_thickness1 = 0.1;
  2. declare atm_color1 = rgb <pow(460/650, 4), pow(460/555, 4), 1>;
  3. declare atm_amount1=0.001;


  1. declare atm_density1 = density

{

    function
    {
      1*exp(-6.7*(sqrt(x*x+(y)*(y)+z*z)- 1 - 0.00001)/atm_thickness1)
   //   1*exp(-6.7*(sqrt(x*x+(y)*(y)+z*z)-1- 0.00001)/atm_thickness1)
   

} }

  1. declare atm_media1 = media

{

    method 3
    intervals 3
    samples 3
    scattering
    { 4

color atm_amount1*atm_color1/atm_thickness1 // extinction 1

    }
    density {atm_density1}

}

  1. declare atmos1 = difference

{

    sphere {0, 1.00001 + atm_thickness1}
 //   sphere {0, 1.00001}
    hollow
    pigment {rgbt 1}
    interior {media{atm_media1}} 
    scale 100

}


  1. declare reflektion1 =sphere {0,1

pigment { rgbt <0, 0, .1, 0.99995> } finish { ambient 0.0 diffuse 0.0 phong 0.2 phong_size 10 } interior { ior 1.1 } hollow yes // tai no scale 1.0001

   scale 100

}

object { hycean_planet_1} // object {halo1} //object {halo3}

 object {atmos1} 

//object {reflektion1}

Licensing

[edit]
I, the copyright holder of this work, hereby publish it under the following license:
w:en:Creative Commons
attribution share alike
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You are free:
  • to share – to copy, distribute and transmit the work
  • to remix – to adapt the work
Under the following conditions:
  • attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
  • share alike – If you remix, transform, or build upon the material, you must distribute your contributions under the same or compatible license as the original.

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Date/TimeThumbnailDimensionsUserComment
current16:48, 16 September 2023Thumbnail for version as of 16:48, 16 September 20231,600 × 1,200 (964 KB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

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